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Greetings!
Starting this thread as a new place for padmins to keep the community up to date on what we have been working on.
(which is mostly hush hush right now - no spoilers for rev 23!)
We have held a few meetings so far (scheduled and impromptu) making decisions for the upcoming revision. The most recent was held on October 14th where we finalized some of more pressing details about the upcoming rev, including the map and map size. Don't even try to pry more information from any of us than that. We won't say a peep.
Techs are still working incredibly hard to update, fix, and sometimes completely re-write plugins that are essential for our server. If you see totemo or bermudalocket online please thank them for all they are doing and then let them get back to work.
We do remind everyone we will give a 1 month notice before the start of the new revision and that there are still plenty of events in the works in this current revision.
We have also decided that starting with the new revision we will bring back a monthly update of some sort (blog, newsletter, or other form to be determined). Also, we want to encourage players to use the suggestion box. We want to hear what you have to say. Please keep in mind that it is intended for serious suggestions.

This Saturday, 21st of July, at 6:20pm EST, we will all embark on an archaeology trip to hunt for treasures!
[Time converter here!]
What is an Admin Hunt?
Admins from across the servers will disguise themselves as blocks, items or entities and hide at a themed arena built for this event! It will be your task to help the archaeology team to find them and “dig” them out of their disguise (aka kill them!!!) to obtain the treasures (aka admin drops!).
The event will last about 45 minutes.
How do I participate?
You can warp directly to the event hub by using the command /spawnme, or:
1) Head to spawn, at /place A_Guild
2) Go through the portal as shown here.
Once at the event hub, empty your inventory in the green area, and punch the warp sign at the purple area! This will teleport you to the Admin Hunt arena.
What are the treasures?
Upon death, admins will drop a shulker box containing their skull, an admin hunt token and a cosmetic item with lore of the server’s past attached to it.
There will be 10 admin hunt tokens hidden in various chests around the map too! You can later trade these at the event hub for special souvenirs, fragments of amber and saddles.
The artifacts we will discover during this expedition!
For the price of 1 Admin Hunt Token you can get:
- 16x Fragments of Amber
- 1x Bat Saddle
- 1x Old Bronze Chalice [custom skull]
For the price of 2x Admin Hunt Tokens you can get:
- 32x Fragments of Amber
- 1x Vex Saddle
- 1x T-Rex Skull [custom skull]
For the price of 3x Admin Hunt Tokens you can get:
- 64x Fragments of Amber
- 1x Elder Guardian Saddle
- 1x Moai Head [custom skull]
We hope to see you there!

The archaeologists at the spawn museum have been seeking to expand upon their collections and include several pieces in the exterior gardens to become part of spawn history.
How it works
We are accepting new sculptures to fill up the 8 plots at spawn. Your submissions can be built anywhere on the map that you have permission to build within but ideally your builds will be at your settlements.
We’re looking for sculptures that represent either your settlement or are in the theme of archaeology to be copied and replicated at one of the eight spawn plots. Your submission may become a part of spawn forever!
After 2nd July, the padmins will review all sculptures and decide on winners within that same week. For any submissions that do not win but we really enjoy, we will be issuing Runner Up prize boxes.
For every sculpture, at a maximum of one per town (even if there are many submissions from a single town) we will issue an easy sign that will encourage visitors to explore, to receive a unique item for visiting your settlement. We will also set up a category on the deadmap to easily find all of these unique signs for those who wish to visit all of the sculptures!
Rules
Your build must be a sculpture representing your settlement or in the theme of archaeology!
Your build dimensions must fit within 19w x 15d x 33h.
Your build submission(s) must be started after this event is announced.
Submissions are being accepted between this post going up and 2nd July.
Once completed, please “/mail send barlimore My submission is at X:__ Y:__ Z:__.” If you want to explain anything about your submission or give it a name too, that’d be lovely to hear also!
Padmins will then document all submissions.
Multiple submissions may be submitted per person, including joint submissions.
For joint submissions, we will issue any prizes to the person with the most edits.
We will be looking for 8 unique winners.
Prizes
Winners (8 up for grabs for 8 different submissions!)
All winners will have copies of their submissions pasted in at spawn.
Diamond Blocks = 16
Diamond Boots - Feather Falling V, Fire Protection V & Mending.
Fragment of Amber = 64
Gravel = 9 stacks
Nether Quartz Ore = 4 stacks
Sand = 9 stacks
Gold Axe (decorative enchants and name).
Runners Up (granted to submissions that don’t win but that padmins really enjoyed!)
Diamond Blocks = 8
Fragment of Amber = 32
Gravel = 4.5 stacks
Nether Quartz Ore = 2 stacks
Sand = 4.5 stacks
Iron Axe (decorative enchants and name).

Now that we’re around the middle of Revision 22, we’d once again like to gather feedback on your experiences before the PAdmin team dive headlong into preparations for Revision 23. The current revision is set to continue on until at least September, and we’ll be sure to announce a reset date one month in advance, as has become standard practice. But for now, please help us out by providing your insights into what you have enjoyed and what you would like to see done differently in our next revision.
We’re happy to receive any feedback you have to offer, but below we have provided a set of topics and questions that might help remind you of things you wanted to mention, or ideas you wanted to put across:
The Spawn Building
As requested, we ensured that the spawn building was solely designed and decorated by our own team this revision. Did you enjoy the resulting effort?
Do you feel the spawn building was well laid out, with clear exits?
After our early revision feedback topic, we made a few amendments to the spawn and surrounding areas, such as changing to a central portal build, removing some of the hindering barrier blocks in the gardens, and adding more signage. Do you feel these changes were beneficial?
Are there any things you would like to see done differently at Spawn in Revision 23?
The Overworld Map
How do you feel about the current overworld map size? Too small, too large, just right?
Given that next revision is likely to move to 1.13, we’re expecting that our current terrain generator will not be updated in time. How do you feel about a return to a vanilla map for the upcoming revision, in order to fully experience 1.13 map features?
Were any biomes lacking or too abundant this revision?
Any comments on resources and/or ore distribution?
The Nether Map
How have you found the Nether this revision?
Would you like to see a custom or vanilla Nether map for next revision?
Any particular features of past or present Nether maps that you would like to see again?
Any comments on resources and/or quartz distribution?
Have the new Nether mobs been a good or a bad addition in your opinion?
The End
Feedback from Revision 21 suggested we should try making the Ender Dragon fight more difficult. How do you feel this has worked in Revision 22? Would you like to see a return to the regular dragon fight, or a different custom battle in Revision 23?
Have you experienced any issues with The End this revision that you’d like to make known for Revision 23?
Mapworld
Last revision, we were asked to implement WorldEdit to assist people in Mapworld. Do you feel this has been useful in Revision 22, and would you like to see it continue?
Are there any WorldEdit commands that you feel would be useful and are lacking in the current Mapworld set?
We were also asked to bring back any older maps created in Revisions 17-19 that were available, and have recently achieved this with the help of Tech Admins. Do you feel this has been a beneficial addition to the server?
Portals
This revision we launched with 6 portals available to find, and 6 more released over the course of a number of weeks. Do you prefer this method, or would you like to see a return to launching all portals at rev start?
Do you have any completely different methods you’d like to see enacted in regards to portals?
How do you feel about the amount, and distribution, of portals this revision?
Iron Golem Spawners
How were the costs this revision?
In the present system, players work through tiered levels of spawners, to gradually increase their iron production over time. Do you think this works well, or would you prefer a different system (such as fixing the spawners at one level).
Did you find the rewritten instructions in the PvE Information Guide easier to follow and understand?
Custom Spawners
How do you feel about the inclusion of custom spawners in the map? Would you prefer to have, or not have them?
Early revision feedback suggested that custom spawners in the nether were not a good idea, due to an observed local effect on spawn rates. Would you prefer custom spawners in various worlds, or do you think they should be confined to the overworld?
Which custom spawners do you think are particularly useful in a multiplayer setting, if any?
Custom Drops from Ore (Fossils and Rares)
Do you think these custom drops have been a positive addition to the overall gameplay, and would you like to see something similar next revision?
We spent some time at the start of the revision adjusting things to try to make sure the drop rate felt rewarding but not too common. How far to you feel we succeeded in that respect?
Do you think the fossil and amber trades at spawn have been a worthwhile addition so far this revision? Do you feel the items on offer appeal to a wide range of people?
Custom Saddles
Have you enjoyed the custom horse saddles available to trade this revision?
Would you like to see them return for next revision?
If so, do you prefer them as trade items, prizes, or some mixture of both?
Elytra
We’ve heard a lot of opinions on the implementation of Elytra this revision, from many different viewpoints. It’s clear the present system hasn’t met everybody’s expectations, so what we’re particularly interested in now, is your view on how you’d like to see Elytra approached next revision, with a positive focus on the future:
Next revision, how would you like to see elytra implemented? Something close to vanilla, something like this revision, or something different altogether?
Having experienced this revision, do you think elytra has a strong effect on whether or not people create other forms of transportation, or do you think that roads and rails etc. are created regardless of elytra?
Do you feel there is more we could do to support road and rail builders next revision without necessarily affecting users of elytra? If so, what are your ideas on how this could be achieved?
Events
Here are our events so far this revision (with more to come!):
Weekly portal hunts (March-April)
The Lost Slime Golems
The Archaeologists’ Guild Poetry Competition
The Meandering Maze
Mob Mayhem! (PvE Arena Events)
We’ve tried to ensure that there are multiple events on offer throughout the revision, and that for ongoing events, prizes can be obtained by anyone who manages to complete them. Do you feel this has been beneficial to the server?
Are there any events you have particularly enjoyed this revision so far?
Is there any event past or present that you’d like to see return in Revision 23?
Have you any new event ideas that you’d like to share?
Thank you for responding to this feedback topic - each PAdmin will read your responses carefully here, in preparation for our upcoming planning and decision making meetings for Revision 23.
Please note the following dates:
23rd June: PAdmins will do the first round of responses to everyone in the topic.
30th June: PAdmins will do the second and final round of responses to any additional posts in the topic.
1st July: This topic will close to new posts.
We appreciate the time you take to offer us insight into your experiences - we know that it takes dedication to respond to this topic, and that everyone who replies has the goal of making the server better for everyone. Thanks for being such a great community!
~The PAdmin Team

Archaeologist Bobbins was up late one night, reading through the poems of Revision 22 when another book fell into the pile. This book was different in that while it seemed like a poem, the words resonated and came to life as they were read out loud. Something was stirring at the Archaeologists' Guild...
A portal, created from ancient words carved itself into the wall and Archaeologist Bobbins stepped through to find a familiar world. The light coming through the glass ceiling illuminated the decay of the event hub. The vines hung downwards and the leaves reached upwards, both trying to escape from the event hub.
Despite the manner of disrepair, there was something new in the event hub.
"I have been waiting a long time for the right people to pass through this portal. To endure my trials. Escaping through this portal before the zombie hordes attacked that castle was my only hope. The last of my magic is within the Meandering Maze. Send word to your best adventurers. Tell them that Nilrem needs them."
=====================================================================
The padmins are introducing a gigantic maze as the next event on P! Help Nilrem to recover his power by finding 20 Shards of Power around the Meandering Maze.
PRIZES
Anyone who finds all 20 Shards of Power will receive:
This includes:
192 x Glowstone
64 x Gunpowder
32 x Diamonds
32 x Fragment of Amber
2 x Potion of Strength (8 minutes)
1 x Creeper Skull
1 x Map (as shown on the Shards of Power signs)
1 x Nilrem’s Focusing Crystal - Enchanted Flint
1 x Nilrem’s Power Pants - Diamond Leggings with:
Protection V
Unbreaking V
Mending
1 x Shulker Skull.
The first to find all 20 Shards of Power will receive the above and:
A creeper spawner. This will be placed at a location of your choosing in the overworld, provided it is within an area you have permission to place blocks at.
Padmins will actively be monitoring for 1st place and will reach out to coordinate the prize to the person who first finds all 20 unique Shards of Power. Should the creeper spawner not be placed within 2 weeks of the 1st place participant being contacted, we will contact the next person who found all 20, and so on until the spawner is placed.
The second to find all 20 Shards of Power will receive the above (not the creeper spawner) and:
A shulker spawner. This will be placed at a location of your choosing in the overworld, provided it is within an area you have permission to place blocks at.
Padmins will actively be monitoring for 2nd place too and will reach out to coordinate the prize to the person who first finds all 20 unique Shards of Power. Should the shulker spawner not be placed within 2 weeks of the 2nd place participant being contacted, we will contact the next person who found all 20, and so on until the spawner is placed.
HOW TO PARTICIPATE
1) Head to spawn, at /place A_Guild
2) Head through the portal as shown here.
3) Click the sign near Nilrem in the purple section of the event hub.
4) Search through the Meandering Maze for 20 Shards of Power. These are demarcated by a sign and a map in an item frame such as this.
4a) We recommend storing all Shards of Power in the enderchests in the event hub so that they don't get lost!
5) If you want to exit the Meandering Maze at any time, click one of the 900+ exit signs that are littered throughout. They look like this.
6) Once you have found all 20 Shards of Power, return back to Nilrem, who is waiting near the warp sign to the Meandering Maze.

What is this about? After working with the tech admins to run some internal testing (which is detailed below) we have decided to implement a new policy regarding the use of hoppers on pve to attempt to alleviate some of the strain on the server and improve the experience of our players.
What exactly is server lag? The server measures performance by counting ticks-per-second (TPS) and a perfect TPS is 20. Everything the server has to process uses a % of the tick rate to calculate. We’ve already attempted to alleviate the strain on the server by using a dynamic render distance (fixed at 4 chunks at the start of the Revision), replacing traditional iron farms with golem spawners, implementing EasyRider to allow users to obtain top-level horses without the need to keep numerous breeding horses around, and reducing entity activation ranges. Despite these changes, we’ve been seeing hoppers take up almost 50% of the total tick every second which will continue to cause the server to lag.
What have we done so far? Padmins have been reaching out to users already during this revision, and through those efforts we have been able to reduce the hopper tick from 50% down to 20%-35% of the total. As more hoppers are used for item transit however that number may rise.
What else is being done? When we are alerted to lag issues we run checks on three main types of things. First we check to see if there are any excessively large mob groupings anywhere and ask users to cull if possible (generally these are at grinders and are easily fixed). We also check for running redstone to see if that is causing any sudden dips in response time. More recently we’ve been checking for large hopper machines and asking users to remove them where possible.
What we are asking of players at this time:
Please limit your hopper use for moving items to only those necessary to move items into chests/dispensers. Where possible you should use water flows to move items along channels to be picked up by a single hopper into a chest rather than chaining hoppers together.
Please refrain from building large automatic machines using hoppers - this includes auto-sorters.
These are pre-emptive measures all users can take to help with server strain. In the event that we do find large hopper creations moving items we will follow up with users to come up with alternative methods, however we do reserve the right to make adjustments to hoppers if the situation warrants it.
Test Data - Tests were run on pve-dev using a superflat world with no mobs or other structures. Each “row” consists of 50 hoppers moving dirt from one double chest to another (with each “layer” as 20 rows placed side-by-side). Timings were reset at the beginning of each test and returned after 5 minutes of activity.
We decided on 4000 hoppers by running a logblock query for the entire revision to see how many had been placed by users -at the time of the test we estimated there were ~3600 hoppers on the server. The number has dropped to around 2000 hoppers since padmins began reaching out to users.
Idle Hoppers represent the number of hoppers placed, but not currently passing items. Active Hoppers represents the number of hoppers placed and passing items. tileEntityTick represents the % of TPS that the hoppers are using during a given test.
Test
Idle Hoppers
Active Hoppers
tileEntity Tick
all rows idle, first hopper disabled via redstone
4000
0
1.35%
all rows idle, first hopper disabled via redstone, except 1
3950
50
2.34%
all rows idle, first hopper disabled via redstone, except 2
3900
100
2.72%
all rows idle, first hopper disabled via redstone, except 5
3750
250
3.28%
all rows idle, first hopper disabled via redstone, except 10
3500
500
6.83%
3 layers idle disabled via redstone, 1 layer active (20 rows)
3000
1000
9.40%
2 layers idle disabled via redstone, 2 layer active (40 rows)
2000
2000
16.29%
1 layer idle disabled via redstone, 3 layer active (60 rows)
1000
3000
31.06%
all layers active (80 rows)
0
4000
50.97%
What does this mean? At 4000 active hoppers (that is, hoppers actively passing items between them), those hoppers will use 50% of our servers processing power. This leaves only 50% for other actions (entity processing, mob AI, player activities, etc). As hopper actions accumulate and reach a significant tick percentage (~30%), everyone on the server will begin to feel the effects due to the server not having enough resources to process everything at a normal rate.

After several hours of sharing notes and votes with the Head Researcher of the Archaeologists’s Guild, we are very happy to announce the winners of the Poetry Competitiont!
The winners of the contest are as follows:
In 3rd Place: schererererer, with ‘Sonet 1962’.
Long years ago a frigid conflict burst
Across the coupled cities’ palisade;
Through clashing creed
Was swollen their bloodthirst,
Yet open warfare was by craft delayed.
‘Twixt Brom and Argoth rivalry did grow,
With military assets fortified.
Until at last the missiles fell as snow,
And all the folk of Brom and Argoth died.
But wait, some life yet stirs beneath the ash!
One deep and hardened bunker hosts a guest;
An Argoth mayor rises from his cache;
In spite of carnage, hope stirs in his chest.
And though he stays a mayor, through and through,
The mayor now is a defector too.
In 2nd Place: PPGOME, with ‘Rev 21 Memories’.
All of the player rush to get melons
Barlimore and his fellow PAdmins watching
Claims are going up all over the map
Death by mob after mob due to the lag
Everybody is beginning to settle in
Finally, portal 1 has been found
Griefers who came through Tabula
Happy times building with my new friends
I never expected to build the Olympics!
Jingle bells, jingle bells! Christmas town is finally here!
Keeping this memories forever in my heart
Laughter when we realize the entire Olympic arena is off by one block
My treasured memories.
In 1st Place: buzzie71, with ‘Of The Ocean’.
I am of the ocean,
a realm of little commotion.
Here I live out in the sea,
and dream of what could be.
Here sits my domes and tunnels of stone,
complexes sprawled out in zones,
above a yacht of diorite floats,
among a city of island rose.
Yet the ocean is kind in its emptiness,
its blank canvas still there in silence.
And before the water teems with dolphins and drowneds,
I will be here to build on my home grounds.
I am of the ocean,
a realm of little commotion.
Here I live out in the sea,
and dream, perhaps, of 1.13.
A big round of applause to everyone! From thrilling to sad, from humble to epic, we are very thankful we were able to glimpse a slice of your experience in this server through your poems! All qualifying participants can now pick up their prize at spawn, there will be a chest with your name in the Archaeologists’ Guild library (/place Poetry).

Hey all, I've recently changed my OS to Windows 10 and i am using the windows 10 version on minecraft. I went to add the p.nerd.nu server but its asking for the port information as well.
I've searched the post history here on the forum, and on /r/McPublic and read through the nerd.nu wiki. but i cant find any mention of the Port number for the server? Am I blind? Missing something super obvious?
Any help would be appreciated, thank you for your time in advance!

We are ready to release the clue for the last nether portal! We have decided to put me on charge of this one and I have already messed this up.
I was running through the Spawn Museum with two Ancient Paintings containing precious clues when my feet betrayed me. The paintings flew away and the archaeologists were too busy sniffing fossils to even care to help me. Despite this clumsy start, I believe the paintings aren’t lost, just hidden in the Museum somewhere...

This week, we're publishing a clue for the existing portal that has been sat on the revision since day one. We will be adding and releasing the final portal and clue around next weekend. It would have been sooner but with new padmins, we've had some new ideas for that clue that we want to try out.
Clue:
We were asked some time ago to share our thought process on the placement of the original six portals. So we're going to ramble about that for a bit, which will narrow down the search area for the remaining portal significantly.
From the feedback for this revision, we were asked to try something different with portals; To ensure that while the map size is retained, that there are still areas of 'wilderness' that don't necessarily have equal map coverage as the past two revisions have had.
This time around, we decided to look at the geography of the map to determine the portal placements. We noticed that the map was almost entirely divided up by the primary rivers that dominate it. So, we looked to only place the first 6 portals on the same landmass that spawn is located on.
Additionally (pulled from public chat):
<piplo127128> when portals were first found what were they in? like under a tree? Or
<Silversunset> not visible from livemap
Usually this information would be true but alas, the bedrock marker is very visible on the livemap.

As many of you may have have noticed recently, we’ve been making some changes based on the survey responses we received. This post will detail those changes. We will also be going over the results of the elytra poll and the action we plan to take based on that poll.
Before we go any further, we do want to say a big thank you to all 94 people who took the time to submit your thoughts. This is an increase to the volume of responses we received in the Revision 21 survey. We have seen a 25% increase in the number of people who left a contact name, now at 78% this survey, which as some of you have seen, has made it very easy for us to follow up with you on your feedback.
We’ve made quite a few changes this revision. Some have not been received too well, while others are very much being enjoyed. We do want everyone to have a positive experience, and while we can’t please everyone all of the time, we want to reiterate that the changes we make are heavily weighted from listening to your feedback and what you want to see - even if this doesn’t always seem the case.
We care deeply for the server and always try our best to do the right thing. By no stretch of the imagination are we perfect but we are thankful that so many of you feel the same way about our shared community, and engage with us patiently and in constructive ways, as evidenced by your responses to our survey.
This week has been a busy one for Didy and I, as we have been holding several team meetings to review the survey responses in greater detail as well as following up on our own progress with implementing changes. We were reading and following up on individual responses as they came in but this week has all been about enacting changes, leading up to this summary post.
From here on, we’ll start detailing the changes we’ve made and provide context where we can.
Spawn
Including more signage around spawn to highlight the cardinal directions.
We didn’t consider that the layout of spawn would be confusing to people who aren’t using a minimap mod, or the livemap. While the roads leading out of spawn were differentiated by colours, we have now added giant compass point letters at the archways leading out of spawn. They are visible from the spawn point, facing outwards.
More signage around spawn to highlight where to find things.
We’ve made a couple of changes under this branch of feedback. Firstly, we’ve added signage at the spawn point, directing people downwards to view information. There are now signs present leading down into the rail station, including some rails on the floor to try to naturally draw people to and from the stairwells where the station rests. We have added signage at the spawn melons, to more clearly demarcate that they are for public consumption.
Display people who have earned various accomplishments from server events and such, around spawn.
This is another great idea! We’ve made a start by including some recognisable faces around spawn on the ground floor, with their accomplishment listed and will continue to add to this in future.
Removal of the region greetings, inclusion of rule signs.
For this revision, we wanted to test the theory that most won’t take the time to read through the walls of rule signs, and instead, provide urls and information as people exit spawn. We observed this for some time and felt that this didn’t work as effectively as we hoped, and in line with your feedback too that these greetings were spammy, and that there were in fact people looking to read walls of signs, we have reintroduced these signs back, right underneath the spawn point itself. Some of the signs do have the option to punch, to receive urls to the information guide and such.
Adding a place for the Archaeologists’ Guild.
We want to ensure that the ground floor of spawn is primarily used for services which offer a function, so your suggestion of adding a place for this guild is a good one! We have added “/place A_Guild” at the doorway in between the two sides of the Archaeologists’ Guild.
Information on the new nether mobs, at the nether spawn.
We really didn’t want to make this change because some of these mobs are incredibly dangerous! However, a few flesh wounds later and Didy and I have wrangled up one of each of the nether mobs which received some form of special treatment or another at the nether spawn. Each are within their own pod with a brief bit of information accompanying them. Please do not tap on the glass as we do not have enough insurance to guarantee your safety.
Inclusion of an access hatch at the spawn rail station.
This change was implemented much earlier in the revision admittedly as it was impossible for people to safely or reasonably reach the basement of the station while at spawn. This is available via a trapdoor on the same level at the station dialers.
Inclusion of water to the horse parking areas at spawn.
We’ve had to recycle some of the fountain water but horses parking at spawn will be able to replenish their thirst without needing to go to the overpriced gift shop on the upper floor.
Removal of the barrier blocks in the exterior spawn gardens.
We are aware that earlier on, these barrier blocks had unintentionally provided host to a number of traps around spawn. While these were remedied, we have now since removed all barrier blocks as we can understand the frustration in trying to cross the exterior garden to leave spawn, only to be met with an invisible maze.
Increase the visibility of spawn with better lighting.
Parts of spawn were ridiculously dark and that is an area that we take responsibility for. We have since gone around the entire ground floor, including the inner courtyard and rail station and have ensured that 99% of all dark areas have been brightened up. We have primarily done this by ensuring that the light levels do not dip below 8 on the floor itself.
Announce the new spawn trades upon release.
This is a great idea, to save waiting for one person spend a long period of time using the trader. Since the last set of trades introduced, we have used your idea and detailed the list of trades available.
Portals
The spawn nether portals have been replaced with a single portal.
We received a lot of varied feedback from your experiences on the corner nether portals at spawn. We heard that the portals were hard to find at first since they were so far out and that there were frequently horse issues, or confusion over which portal your horse would end up at.
Our design idea for having the portals at the corners of spawn was to allow people to exit spawn quicker, and to limit any spawn lag by having a nether portal parked right in the middle of it all.
We were overzealous in our concerns with lag and have since removed all four of the corner portals. There is now only one portal, which is down the stairs from the original spawn point. Now, much closer to the rail station for easier transportation.
Provide a clue for the currently unfound portal.
We plan to do this, most likely with the release of the next portal & clue!
Improve the layout of portals to how they are usually done.
Without giving away too much for the one existing and the other remaining, hidden portals, we did want to break the cycle of what people have come to expect this revision and try something different. While we don’t intend to move any of the portals this revision, we will definitely be factoring your input, into portal layout next revision.
Documentation
Improve the Iron Golem Spawner / wiki documentation.
We’ve noticed with a number of our documentation, that quite a bit of introductory information is missing which doesn’t make a difference to those who are already familiar with how the server works but it ensures a very confusing experience for everyone else. While improving documentation on the iron golem spawners is a start, we do intend to improve all of the documentation over time for other areas too.
We have however, updated the information guide on iron golem spawners to make the information clearer and add in details which explain the concepts better for people who may be unfamiliar with them.
Another change we have recently requested on the homepage of the wiki is to ensure that the pve information guide is one of the first links that is visible, particularly for new people to see. We focus our attention to try to make the pve information guide the place to go to visit all of the server-related information, instead of seeing it spread out across multiple command pages.
Create a directory of settlements.
We have since set up a settlement directory for Revision 22, here! Our plan is to revisit these submissions late in the rev, to get some comparison shader photos to show the development over time.
Enforce hopper restrictions consistently and make their governing rules well known.
For those of you unfamiliar, we have been reaching out to various people this revision to see through changes to the number of hoppers in use, particularly when in large quantities, or in designs that could be altered slightly to significantly reduce the hopper count.
Hoppers account for the majority of our server tick rate so this is an element of the server stability that we’re having to follow up with, for the benefit of all. We are currently in discussions with the head and tech admins, to ensure that a consistent and fair policy can be established.
Community
Increase the availability of parrots and horses.
Given the more limited spawning rates of parrots in particular, but also horses, we have ensured that you can purchase spawn eggs directly from the Archaeologists’ Guild by trading in your fossils.
Releasing the slime spawner; Releasing some spawners through unlocks such as events.
We have released the slime spawner through the Lost Slime Golems event, and the slime grinder is now up and running! While some spawners have in the past been released through, or were found as a result of an event, we wanted to try something a bit different here by having the spawner be made available to the winner, to be placed wherever they wish (within reason).
Monitoring the availability of resources, such as glowstone.
With glowstone only available through the nether, and villager trades, we are keeping an eye on this resource (which highlights itself quite easily on the livemap). Should supplies deplete to any worrisome levels, then we can look at introducing other means by which players can acquire the resource.
Custom nether mob drops could be better refined.
We do hear your feedback that some of the drops are abundant and become bland after a while. We will reevaluate nether drops and publish an update in future when those are available.
Removing the shulker spawner (bedrock marker) from the nether.
We have taken action in removing this bedrock marker from the nether. It will not be placed elsewhere, instead you can expect to have an event brought to P in future where the grand prize will be a shulker spawner.
Review iron golem spawner costs.
We have reviewed data on relevant drops, and explored the number of iron spawners created across the map so far, and feel at this time that costs are reasonable. We will continue to watch these numbers, and take another look at this before we start planning for the next revision. We won't be making any changes here at the present time, however we have implemented some planned boosts to diamonds for players participating in various server events, that should help individuals acquire the necessary diamond supplies.
Reduce the number of server messages in chat.
We have taken steps to change this over the past few months. The ‘server is saving’ messages are no longer visible, and we have limited the frequency of server alerts to 5 minute intervals. If you wish to see all server alerts at once, rather than wait for a particular one to come around, then you can run /alert list. The latest events and such will be towards the bottom of the list.
Return the guild quests; Including find and seek puzzles.
We have created two guild events so far and have plans for more to come! The Lost Slime Golems in particular is very much geared towards those who enjoy hide and seek type events.
Ensure that lore text on unique items doesn’t run off the screen.
While it isn’t something we can fix for the existing items, we have ensured that as of the latest events that this isn’t an issue anymore for the new, unique items.
Allow people to flow water without the need for a moderator.
Having flowing liquids restricted is a big part of our anti-grief measures. However, if you have built enough to have acquired a region over your build(s), then you can run the command /flow, and click on a source block to flow water in your own region, without the need for a moderator.
Address the disappearing horses (upon dismounting) and the lack of an indicator for the hydration level of your horse.
Unfortunately, disappearing horses is an ongoing bug from Mojang so we will have to await a resolution from them on this front. For anyone who does experience their horse disappearing on dismounting, typically a relog, or running away from the area and back will make the horse visible once more.
We have spoken to techs and believe that a horse hydration indicator will be possible in a future update to the plugin. We will ensure players are informed when an update is implemented in future (taking account for tech availability).
Include custom map art with various server accomplishments.
We love this idea and are planning to do so, particularly for some future events!
Make more events available from the start of the revision.
We do note that this is a suggestion for next revision but we agree, and will aim to do so by providing at least one event that is available from the first day of Revision 23.
Ensure that there are more opportunities for people to contribute to server build projects.
In the past, we have seen various flora and objects built by people across P, submitted for use when a new map is created. We don’t yet have a clear picture of what we’ll do about this but it is something we want to try to find a way of opening up once more on.
Allow for more heads to be made available with doppelganger.
We are wary of exploring this option, as larger numbers of skulls can have an impact on the performance for each user in the area. We will however be continuing to make available a limited selection of custom skulls, through various events and traders.
Elytra
All things elytra.
We’ve had so many varied opinions on elytra that we’d like to address. Before we get there though, let’s begin by taking a look at the poll results.
Q. Changes to the availability of Elytra were widely discussed during last revision's feedback. Currently Elytra has been set to be unavailable to any players until Week 6. What are your thoughts now that Revision 22 has begun?
Option
No of Votes
% of Overall Votes
I don't really use Elytra so this doesn't affect me.
24
25.8%
I would like to see Elytra remain delayed by 6 weeks.
29
31.2%
I think a delay is fine, but I would like to see it shortened. 6 weeks is too long.
22
23.7%
Elytra should be made available immediately.
18
19.4%
While the most voted for option is to see elytra remain delayed by six weeks, we see a significant majority of people who wish to see the release of elytra happen earlier. For this reason, we will be releasing elytra along with this post as part of the latest trades available at the Archaeologists’ Guild in spawn. This means that as of this post going up, the elytra is now available.
With elytra in Revision 22, we made quite a number of changes to the path to obtaining them. One of the pieces of feedback that we heard, and accept, is that we probably changed too much all at once. A more incremental approach to trying new ideas may have been the better option in hindsight.
We're aware that no matter what we choose to do, some people will feel it was the incorrect choice, however we feel that releasing elytra one week earlier than planned is close enough to everyone's choice of vote that we can all accept the compromise.
We do want to reiterate that changes we make to the server are heavily weighted on your feedback. We read through more than 75,000 words of your feedback before making decisions. Our decisions are not always right, which is why we do these surveys, and listen again to you. From the poll results above, we can all see that the topic of elytra is a divisive one.
For next revision, we will come together again and look to find a way to improve on the experience this revision so far as we haven’t settled on any decisions because it is too far ahead.

In the spirit of the Archaeologists' Guild Poetry Competition, we're switching the style of clue to a poem for this time around.
As always, one of the original six portals is still hiding out there as a two block high bedrock marker with a sign upon it. You'll all kick yourselves once it is discovered!
Clue:
Under the green roof,
I waited before reaching,
the end of the road.

Introducing our PvE Poetry Competition!
The Archaeologists’ Guild is in a bit of a pickle. According to the Head Researcher, they are supposed to have collected numerous samples of poetry from the world of PvE for an upcoming anthology to be issued by the Spawn Museum.
However, due to someone accidentally deleting the entire team’s schedule from the Museum computers, nobody actually remembered this… until the Head Researcher called a meeting about it. Archaeologist Mike (the obvious, IT illiterate, suspect of said deletion) declared loudly to the Head Researcher that everything was on track! What was he thinking?!
Now the Head Researcher believes the anthology will be ready for his very important dinner with the SNOOTY (Studying Narrative, Odes, & Texts of Yore) Society. If it isn’t, the entire Guild could be fired!
Please help the Archaeologists’ Guild by delivering short poems from your region of PvE to them. They are desperate! So desperate in fact, that we’re sure there will be some rewards for your help.
Details of this event:
- A free ‘book and quill’ are available from the Archaeologists’ Guild at Spawn.
- Create a short poem that is able to fit on 1-3 pages of a minecraft book. Poems should reflect one (or both) of the following:
A memorable experience on PvE.
Perhaps you once modreq’d for flowing water but forgot to place it first, or maybe you won an event, or fell in lava with ten stacks of diamonds. If it was memorable to you, it counts!
History from your town or settlement.
Maybe your settlement has a long and rich history spanning multiple revisions, or perhaps you like to construct a different backstory each revision. Either way, we’d love to know more… in poetry form!
- Sign your book so we know who it’s from!
- Deliver the signed book back to the donation chest at the Archaeologists’ Guild.
- Everyone who makes a serious and good natured attempt at an entry will receive a prize:
Prize for Giving it a Go!
9x Diamonds
4x Gold Ingots
Enchanted Unique Participation Certificate
A Copy of your Entered Poem
- There are also special prizes for 1st, 2nd and 3rd place:
1st Place:
1x Iron Pickaxe with Fortune IV, Efficiency V, Unbreaking III and Mending
72x Diamonds
36x Gold Ingots
Enchanted Unique 1st Place Award
A Copy of your 1st Place Poem
2nd Place:
45x Diamonds
26x Gold Ingots
Enchanted Unique 2nd Place Award
A Copy of your 2nd Place Poem
3rd Place:
27x Diamonds
10x Gold Ingots
Enchanted Unique 3rd Place Award
A Copy of your 3rd Place Poem
One submission per person only. If multiple are submitted, we will only accept your first submission.
The competition will be judged by PAdmins.
Here’s an example from our settlement, Gitland - the famous story of one resident’s terrible addiction...
Barlimore knew, with a bit of luck, it
might turn out that a furnace bucket,
Had been used, and therefore emptied,
A situation that had tempted
Previous excursions into the depths
So many, in fact, he'd carved some steps,
to visit his most favourite place
Below the earth of Gitland's face,
That's right, a bloody lava lake!
He was an addict, make no mistake.
"Lava buckets are great!" he said with a grin.
...I fought the urge to push him in.
There’s a lot of latitude - you can be serious or funny, rhyme or free verse, and take liberties with the topics. Remember to stick to 1-3 minecraft book pages though or your entry will be disqualified!
The closing date for poetry submissions at spawn is the 5th May!
The Archaeologists’ Guild thanks you for your assistance.
GOOD LUCK!

We're up to the fourth portal clue for this revision. This clue is for the keen cartographers out there! We'll set the sand timer at 30 minutes on this one. ;-)
Reminder: One of the original six portals still remains in the world.
Clue:
Image credit: Sir_Didymus
Handwriting credit: Sir_Didymus lacking sleep.

"An urgent memo from Chief Archaeologist Jones has been dispatched to the four corners of the overworld. It reads:
'To all intrepid adventurers and would-be archaeologists, we seek your help as we have found ourselves in a very sticky situation. Our latest discovery, the Lost Slime Golems has been unearthed, yet the greatest secret alludes us. It seems that with your help, if we can find the remaining Lost Slime Golems hidden across what we believe to be the overworld, then we can crack the final code! We strongly believe from our recent exploration that these Lost Slime Golems should be visible on the surface from the seismic digging and fighting that has been happening for the past few weeks.
It is clear that if we unlock this final mystery, then we will uncover an ancient slime spawner. We have no need for such trinkets as cracking the mystery alone will be enough for us! The first person to solve this puzzle can certainly have the spinning slime object, wherever you like in the overworld!"
...
The memo continues on into discussion onto the best biscuit discoveries of recent times, and other drivel.
This event is now live.
This event is a scavenger hunt.
Start the event by finding any Lost Slime Golem, with the first at the Archaeologists' Guild (coordinates: 15, 68, -50). The hand-in for all 10 items is also at this same spot at spawn.
Each of the Lost Slime Golems will provide 1/10 of the items needed to complete the event.
Completing the event will reward a prize box, which is available for viewing at the Archaeologists' Guild.
Only the first person to complete the final secret will unlock a slime spawner, which we will place at a location of your choosing in the overworld*.
If you are the first to complete this event, the padmins will reach out to you to inform you of your success and arrange delivery of your slime spawner.
*Slime spawning rules require a swamp biome, which we will create around the spawner, and also for the spawner to be between Y 50 and 70. The spawner must be placed within 7 days, or we will hand this prize over to the next person, and so on, until we see the spawner placed. The spawner must be requested to be placed in your own claim/region, or elsewhere with permission from the respective parties.

This is the third clue for finding the bedrock marker, for a nether portal. Three more bedrock markers will be released with accompanying clues in the coming weeks.
Reminder: One of the original markers is still hiding in the world somewhere.
Clue: ?_5_0, ?2__4

While we still have one of the original six portals remaining, we are now releasing the second of the final six portal clues. We will release another portal clue next weekend, and will reply to this topic once this portal has been found.
Clue:
Same clue - Colourblind friendly:

Within the information post, we mentioned that portals will be released as a batch of 6 to begin with, and then a new portal to be hidden and released with each subsequent weekend of the revision, for the first 6 weeks. This post is the first of those clues, to hunt for portal 7! One of the original six is still out there somewhere too!
Clue 1:

An announcement from the PvE Emergency Broadcast service:
Zombie Apocalypse!
March 13th at 6pm EST (click here to convert to your timezone)
The end is nigh!
The PvE server is about to experience a zombie apocalypse. You still have time to prepare a base before the zombie hordes reach our borders, so grab your friends, neighbours, and that llama you’ve grown particularly fond of, and make a run for safety!
The final map save will take place just before the event starts. Please have any builds you would like included in the map download etc. finished by then. Also note, mapworld access will be removed at this time.
Please take note of the following safety notices:
These are not your regular neighborhood zombies. Zombie hordes are faster, and congregate in far greater numbers.
Be aware: zombie hordes have been known to break through buildings, dig into caves and pillar up to reach your tower. If they see torches, they will break them to allow more of their number to spawn.
Some materials are safer than others - for example, zombie hordes have more difficulty with obsidian blocks and iron doors. The full list can be found here. These block breaking times are subject to live changes as deemed necessary by the admin team.
If the zombie hordes terrify you, and you prefer to live within the safety of spawn during this event, you can! Nilrem the Wizard is working to keep a protective forcefield around spawn, though some of the castle was destroyed in the initial attack. The enclosed South side of spawn will be safe, and open for collaborative building - the goal being to stock up supplies for our zombie fighters out there in the wilderness!
Edit: Spawn is not as safe as we intended - we can't do anything to hold back the zombie hordes, you're going to have to work together even more to survive!
Government issue protective wear is always available at spawn, along with some basic tools and food.
Elytra users BE AWARE of Nilrem’s spawn forcefield, and fly above y120 in that area!
A myriad of empty public chests will be available at spawn, for you to help fill with useful donations for others to use as needed.
Traders at spawn will accept materials in exchange for various useful items such as armour, protective blocks and more effective projectiles.
Spawn changes will take effect in the first half an hour or so after the event goes live, to allow for a quick change over, so please factor this time into your plans.
Think you’re safe in the End or the Nether? Think again!
Please note that from March 13th to March 15th, protections and all other general PvE rules remain in effect and only zombies are free to ignore them.
And announcing:
PvE-Chaos!
March 15th 6pm EST (click here for your timezone)
PvE will enter PvE-chaos mode with the following additional changes until rev end:
Indirect PvP is allowed (you can’t stab someone to death, but we won’t stop you dropping lava on them).
Water and lava flow are enabled - be careful where you drop your lava!
Land protections and LWC are removed, and griefing is allowed - always wanted to bury Barlimore’s house in sand? Now is the time.
TNT will be enabled - yes you can blow up that neighbouring town.
Zombies have TNT too - that’s right the apocalypse continues, but if you let them get bored, they may TNT your base.
During PvE-Chaos mode, staff reserve the right to clean up any areas deemed necessary, e.g. affecting the stability of the server, or blocking spawn exits. Admins also reserve the right to drop unexpected dragons on you as the revision enters its final hour, but that goes without saying.
PvE-Chaos mode will continue until revision end on Friday March 16th.
Our thanks to redwall_hp for designing and implementing this plugin, and the rest of the tech team for any further assistance given during the planning and running of this event.
~The PAdmin Team

Hello again, PVE! Saberfysh here.
With Rev21 drawing to a close, and Rev22's archaeology theme on the horizon, I present to you a new chapter in the CMC saga, dubbed CMC: The Polonius Archives.
For those who have been following Buzzie71's Unity storyline, which has grown from a monolithic spaceship in Rev11 into a continuing serial (Unity: Origins, Unity: Ancients, and Unity: Diamond Spleef Cup ), you may be aware of a side story called the CMC Starlogs, which further expands on the Unity universe through the perspective of a neighbouring civilization in PVE starspace, the Calendonia Mining Colony (CMC).
Set in the future long after the Unity Diamond Spleef Cup and the USMC Vengeance saga, this story follows a geologist from the Polonius Institute, sent to PVE as a researcher from the newly formed Caledonia Mining Commonwealth (CMC) after the end of the Caledonian civil war. It is aimed that readers who have read the Unity storyline (Rev11) and the CMC Starlogs (Rev15/16). Buzzie's appearance in this story is also considered canon.
The related builds on the map this rev are the CMC Arctic Research Lab (-2950, 1620), and a replica of the Unity spaceship constructed at Alias (-1000, -1000). Certain revs will contain builds that appear separate, but are actually tied together as part of the Unity storyline.
Posts here will be separated for each log entry as opposed to one long wall of text.
Thank you for reading, and I hope next rev will be exciting for everyone!